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Dungeons of the mind: Tabletop RPGs as social therapy

In the heart of Seattle, a gathering of teenagers sit around a wooden table. It’s covered with character sheets, Dungeons and Dragons (1974) player manuals, and hand-drawn graph paper maps. Pencils, pewter figurines, and dice of various shape are scattered about. The players’ attentions are transfixed on the words of their charismatic game leader, Adam Davis. Davis has a decade of life experience over his players, but communicates with a youthful energy and utter commitment. His role is vital, building the fictional world for these players to fill with their unique characters. Through collaborative storytelling and rolls of the dice,…

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New game reminds us you can’t take the ‘disco’ out of ‘discomfort’

You can’t spell ‘discomfort’ without ‘disco.’ Or at least, that’s quite literally the scenario spelled out in game maker Fedor Balashav’s brief experimental title DISCO / DISCOMFORT . In DISCO / DISCOMFORT, the player enters a neon-flushed disco club in the midst of seemingly nowhere, an environment that quickly devolves into a sociophobia-driven nightmare. You, the player, are tasked with interacting with other people, but if only it were that simple. Not just looking at my faceless first-person character, they were looking at me Sociophobia is, by its dictionary definition, the fear of socializing. That means, the fear of social gatherings. The fear of…

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Visual novel has you experience the harrowing reality of social anxiety

I never lived in the dorms at my old university. But I have had my fair share of semi-unpleasant roommates. The scariest part of social anxiety, at least in my personal battle with it, is that it can stem from being thrust into a room with complete strangers, or even just being in the midst of any old acquaintance. In one particular apartment I lived in, a roommate of mine lived in a curtained-off living room. She was sensitive to noise, particularly if myself or the friend I shared a room with came home in the dead of the night…

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Inside Please Knock on My Door, a new perspective on depression

“This could be anyone.” This is the premise for game designer Michael Levall’s upcoming game, Please Knock on My Door. It’s a choice-driven narrative, with three paths awaiting the player on exploring the realms of depression, social anxiety, and general phobia.  The game begins almost as any working person’s day would. The player drowsily wakes up from their noisy alarm, and slogs out of bed. Then an omniscient, The Stanley Parable-esque narrator pipes into the game, and urges the player to eat breakfast and speed off to work by 7:30am. This is where player choice comes in, as they can listen to…